extends Panel #种子商店面板 #种子商店格子 @onready var crop_grid_container : GridContainer = $ScrollContainer/Crop_Grid @onready var quit_button : Button = $QuitButton @onready var refresh_button : Button = $RefreshButton #各种排序过滤按钮 @onready var sort_all_button : Button = $SortContainer/Sort_All#全部 @onready var sort_common_button : Button = $SortContainer/Sort_Common#普通 @onready var sort_superior_button : Button = $SortContainer/Sort_Superior#优良 @onready var sort_rare_button : Button = $SortContainer/Sort_Rare#稀有 @onready var sort_epic_button : Button = $SortContainer/Sort_Epic#史诗 @onready var sort_legendary_button : Button = $SortContainer/Sort_Legendary#传奇 @onready var sort_price_button : Button = $SortContainer/Sort_Price#价格 @onready var sort_growtime_button : Button = $SortContainer/Sort_GrowTime#生长时间 @onready var sort_profit_button : Button = $SortContainer/Sort_Profit#收益 @onready var sort_level_button : Button = $SortContainer/Sort_Level#等级 #预添加常用的面板 @onready var main_game = get_node("/root/main") @onready var lucky_draw_panel: LuckyDrawPanel = $'../LuckyDrawPanel' @onready var daily_check_in_panel: DailyCheckInPanel = $'../DailyCheckInPanel' @onready var tcp_network_manager_panel: Panel = $'../TCPNetworkManagerPanel' @onready var item_store_panel: Panel = $'../ItemStorePanel' @onready var item_bag_panel: Panel = $'../ItemBagPanel' @onready var player_bag_panel: Panel = $'../PlayerBagPanel' @onready var crop_warehouse_panel: Panel = $'../CropWarehousePanel' @onready var player_ranking_panel: Panel = $'../PlayerRankingPanel' @onready var login_panel: PanelContainer = $'../LoginPanel' @onready var batch_buy_popup: PanelContainer = $'../../DiaLog/BatchBuyPopup' # 作物图片缓存(复用主游戏的缓存系统) var crop_textures_cache : Dictionary = {} var crop_frame_counts : Dictionary = {} # 当前过滤和排序设置 var current_filter_quality = "" var current_sort_key = "" var current_sort_ascending = true # 库存系统 var crop_stock_data : Dictionary = {} # 存储每个作物的库存数量 var stock_file_path : String = "" # 库存数据文件路径(根据用户名动态设置) var last_refresh_date : String = "" # 上次刷新库存的日期 # 准备函数 func _ready(): # 连接按钮信号 _connect_buttons() # 连接可见性改变信号 visibility_changed.connect(_on_visibility_changed) # 初始化库存系统 _init_stock_system() # 隐藏面板(初始默认隐藏) self.hide() # 连接所有按钮信号 func _connect_buttons(): # 关闭按钮 quit_button.pressed.connect(self._on_quit_button_pressed) # 刷新按钮 refresh_button.pressed.connect(self._on_refresh_button_pressed) # 过滤按钮 sort_all_button.pressed.connect(func(): _filter_by_quality("")) sort_common_button.pressed.connect(func(): _filter_by_quality("普通")) sort_superior_button.pressed.connect(func(): _filter_by_quality("优良")) sort_rare_button.pressed.connect(func(): _filter_by_quality("稀有")) sort_epic_button.pressed.connect(func(): _filter_by_quality("史诗")) sort_legendary_button.pressed.connect(func(): _filter_by_quality("传奇")) # 排序按钮 sort_price_button.pressed.connect(func(): _sort_by("花费")) sort_growtime_button.pressed.connect(func(): _sort_by("生长时间")) sort_profit_button.pressed.connect(func(): _sort_by("收益")) sort_level_button.pressed.connect(func(): _sort_by("等级")) # 初始化商店 func init_store(): # 重新初始化库存系统(确保用户名正确) _init_stock_system() # 清空已有的作物按钮 for child in crop_grid_container.get_children(): child.queue_free() # 检查并刷新库存(如果需要) _check_daily_refresh() # 获取玩家当前等级,确定可解锁的格子数量 var player_level = main_game.level var max_unlocked_slots = player_level # 玩家等级 = 可解锁的格子数量 # 收集符合条件的作物 var available_crops = [] for crop_name in main_game.can_planted_crop: var crop = main_game.can_planted_crop[crop_name] # 检查是否可以购买 if not crop.get("能否购买", true): continue # 只显示当前等级可以种植的作物 if crop["等级"] <= main_game.level: available_crops.append({"name": crop_name, "data": crop}) # 根据等级限制显示的格子数量 var slots_to_show = min(available_crops.size(), max_unlocked_slots) # 添加可显示的作物按钮 for i in range(slots_to_show): var crop_info = available_crops[i] var store_btn = _create_store_button(crop_info["name"], crop_info["data"]["品质"]) crop_grid_container.add_child(store_btn) # 添加锁定的格子(如果有剩余的可用作物但等级不够解锁) var remaining_crops = available_crops.size() - slots_to_show if remaining_crops > 0: # 创建锁定格子提示 var locked_slots = min(remaining_crops, 5) # 最多显示5个锁定格子作为提示 for i in range(locked_slots): var locked_btn = _create_locked_slot_button(player_level + 1) crop_grid_container.add_child(locked_btn) print("商店初始化完成,玩家等级: ", player_level, ", 解锁格子: ", slots_to_show, ", 可用作物: ", available_crops.size()) # 更新金钱显示 _update_money_display() # 显示等级限制提示 _show_level_restriction_info(player_level, available_crops.size(), slots_to_show) # 创建商店按钮 func _create_store_button(crop_name: String, crop_quality: String) -> Button: # 根据品质选择相应的按钮 var button = main_game.item_button.duplicate() var crop = main_game.can_planted_crop[crop_name] # 获取当前库存 var current_stock = _get_crop_stock(crop_name) var is_sold_out = current_stock <= 0 # 设置按钮状态 button.visible = true button.disabled = is_sold_out button.focus_mode = Control.FOCUS_ALL # 设置按钮文本,显示价格和库存 var display_name = crop.get("作物名称", crop_name) var stock_text = "库存: " + str(current_stock) if not is_sold_out else "已售罄" var price_text = "价格: ¥" + str(crop["花费"]) if is_sold_out: button.text = str(crop_quality + "-" + display_name + "\n" + price_text + "\n" + stock_text) button.modulate = Color(0.6, 0.6, 0.6, 0.8) # 灰色半透明效果 else: button.text = str(crop_quality + "-" + display_name + "\n" + price_text + "\n" + stock_text) button.modulate = Color.WHITE # 正常颜色 # 将成熟时间从秒转换为天时分秒格式 var total_seconds = int(crop["生长时间"]) # 定义时间单位换算 var SECONDS_PER_MINUTE = 60 var SECONDS_PER_HOUR = 3600 var SECONDS_PER_DAY = 86400 # 计算各时间单位 var days = total_seconds / SECONDS_PER_DAY total_seconds %= SECONDS_PER_DAY var hours = total_seconds / SECONDS_PER_HOUR total_seconds %= SECONDS_PER_HOUR var minutes = total_seconds / SECONDS_PER_MINUTE var seconds = total_seconds % SECONDS_PER_MINUTE # 构建时间字符串(只显示有值的单位) var time_str = "" if days > 0: time_str += str(days) + "天" if hours > 0: time_str += str(hours) + "小时" if minutes > 0: time_str += str(minutes) + "分钟" if seconds > 0: time_str += str(seconds) + "秒" # 添加库存信息到tooltip var stock_tooltip = "\n库存: " + str(current_stock) + " 个" if not is_sold_out else "\n状态: 已售罄" button.tooltip_text = str( "作物: " + display_name + "\n" + "品质: " + crop_quality + "\n" + "价格: " + str(crop["花费"]) + "元\n" + "成熟时间: " + time_str + "\n" + "收获收益: " + str(crop["收益"]) + "元\n" + "需求等级: " + str(crop["等级"]) + "\n" + "耐候性: " + str(crop["耐候性"]) + "\n" + "经验: " + str(crop["经验"]) + "点" + stock_tooltip + "\n" + "描述: " + str(crop["描述"]) ) # 添加按钮事件 button.pressed.connect(func(): _on_store_buy_pressed(crop_name)) # 更新按钮的作物图片 _update_button_crop_image(button, crop_name) # 如果按钮有标题标签,设置标题 if button.has_node("Title"): match crop_quality: "普通": button.get_node("Title").modulate = Color.HONEYDEW#白色 "优良": button.get_node("Title").modulate =Color.DODGER_BLUE#深蓝色 "稀有": button.get_node("Title").modulate =Color.HOT_PINK#品红色 "史诗": button.get_node("Title").modulate =Color.YELLOW#黄色 "传奇": button.get_node("Title").modulate =Color.ORANGE_RED#红色 return button # 购买种子事件处理 func _on_store_buy_pressed(crop_name: String): var crop = main_game.can_planted_crop[crop_name] # 检查库存 if not _is_crop_in_stock(crop_name): Toast.show("该种子已售罄,请等待明日刷新", Color.RED) return # 检查等级要求 if main_game.level < crop["等级"]: Toast.show("等级不足,无法购买此种子", Color.RED) return # 检查金钱是否足够(至少能买1个) if main_game.money < crop["花费"]: Toast.show("金钱不足,无法购买种子", Color.RED) return # 显示批量购买弹窗 if batch_buy_popup: var crop_desc = crop.get("描述", "暂无描述") var max_stock = _get_crop_stock(crop_name) batch_buy_popup.show_buy_popup( crop_name, crop["花费"], crop_desc, "seed", _on_confirm_buy_seed, _on_cancel_buy_seed, max_stock # 传递最大库存限制 ) else: print("批量购买弹窗未找到") # 确认购买种子回调 func _on_confirm_buy_seed(crop_name: String, unit_cost: int, quantity: int, buy_type: String): var total_cost = unit_cost * quantity # 再次检查库存是否足够 var current_stock = _get_crop_stock(crop_name) if current_stock < quantity: Toast.show("库存不足!当前库存: " + str(current_stock) + ",需要: " + str(quantity), Color.RED, 3.0, 1.0) return # 再次检查金钱是否足够 if main_game.money < total_cost: Toast.show("金钱不足!需要 " + str(total_cost) + " 元,当前只有 " + str(main_game.money) + " 元", Color.RED, 3.0, 1.0) return # 发送批量购买请求到服务器 _send_batch_buy_seed_request(crop_name, quantity) # 取消购买种子回调 func _on_cancel_buy_seed(): print("取消购买种子") # 发送批量购买种子请求 func _send_batch_buy_seed_request(crop_name: String, quantity: int): # 发送批量购买请求到服务器 if tcp_network_manager_panel and tcp_network_manager_panel.sendBuySeed(crop_name, quantity): # 服务器会处理批量购买逻辑,客户端等待响应 print("已发送批量购买种子请求:", crop_name, " 数量:", quantity) # 购买成功后扣减库存 if _reduce_crop_stock(crop_name, quantity): print("库存扣减成功:", crop_name, " 扣减数量:", quantity) # 刷新商店显示 _apply_filter_and_sort() Toast.show("购买成功!剩余库存: " + str(_get_crop_stock(crop_name)), Color.GREEN, 2.0, 1.0) else: Toast.show("库存扣减失败", Color.RED, 2.0, 1.0) else: Toast.show("购买请求发送失败", Color.RED, 2.0, 1.0) # 按品质过滤作物 func _filter_by_quality(quality: String): current_filter_quality = quality _apply_filter_and_sort() # 按指定键排序 func _sort_by(sort_key: String): # 切换排序方向或设置新排序键 if current_sort_key == sort_key: current_sort_ascending = !current_sort_ascending else: current_sort_key = sort_key current_sort_ascending = true _apply_filter_and_sort() # 应用过滤和排序 func _apply_filter_and_sort(): # 清空现有按钮 for child in crop_grid_container.get_children(): child.queue_free() # 获取玩家当前等级,确定可解锁的格子数量 var player_level = main_game.level var max_unlocked_slots = player_level # 收集符合条件的作物 var filtered_crops = [] for crop_name in main_game.can_planted_crop: var crop = main_game.can_planted_crop[crop_name] # 检查是否可以购买 if not crop.get("能否购买", true): continue # 检查等级和品质过滤 if crop["等级"] > main_game.level: continue if current_filter_quality != "" and crop["品质"] != current_filter_quality: continue # 添加到过滤后的列表 filtered_crops.append({ "name": crop_name, "data": crop }) # 如果有排序条件,进行排序 if current_sort_key != "": filtered_crops.sort_custom(Callable(self, "_sort_crop_items")) # 根据等级限制显示的格子数量 var slots_to_show = min(filtered_crops.size(), max_unlocked_slots) # 添加可显示的作物按钮 for i in range(slots_to_show): var crop = filtered_crops[i] var store_btn = _create_store_button(crop["name"], crop["data"]["品质"]) crop_grid_container.add_child(store_btn) # 添加锁定的格子(如果有剩余的可用作物但等级不够解锁) var remaining_crops = filtered_crops.size() - slots_to_show if remaining_crops > 0: # 创建锁定格子提示 var locked_slots = min(remaining_crops, 5) # 最多显示5个锁定格子作为提示 for i in range(locked_slots): var locked_btn = _create_locked_slot_button(player_level + 1) crop_grid_container.add_child(locked_btn) # 更新金钱显示 _update_money_display() # 显示等级限制提示 _show_level_restriction_info(player_level, filtered_crops.size(), slots_to_show) # 自定义排序函数 func _sort_crop_items(a, b): # 安全地获取排序值,并进行类型转换 var value_a = a["data"].get(current_sort_key, 0) var value_b = b["data"].get(current_sort_key, 0) # 如果是数值类型的字段,确保转换为数值进行比较 if current_sort_key in ["花费", "生长时间", "收益", "等级", "经验", "耐候性"]: # 转换为数值,如果转换失败则使用0 if typeof(value_a) == TYPE_STRING: value_a = int(value_a) if value_a.is_valid_int() else 0 if typeof(value_b) == TYPE_STRING: value_b = int(value_b) if value_b.is_valid_int() else 0 # 执行排序比较 if current_sort_ascending: return value_a < value_b else: return value_a > value_b # 更新金钱显示 func _update_money_display(): var money_label = get_node_or_null("MoneyLabel") if money_label == null: # 创建金钱显示标签 money_label = Label.new() money_label.name = "MoneyLabel" money_label.position = Vector2(10, 10) money_label.size = Vector2(300, 45) # 设置标签样式 money_label.add_theme_color_override("font_color", Color(1, 0.647, 0, 1)) # 橙色 money_label.add_theme_font_size_override("font_size", 24) add_child(money_label) # 更新金钱显示 money_label.text = "当前金钱:" + str(main_game.money) + " 元" # 刷新商店内容,可以在金钱变化或等级提升后调用 func refresh_store(): # 清空并重新创建商店按钮 init_store() # 尝试创建过滤按钮(如果商店面板中没有这些按钮) _create_filter_buttons_if_needed() # 如果需要,动态创建过滤按钮 func _create_filter_buttons_if_needed(): # 检查是否已存在过滤器容器 var filter_container = get_node_or_null("FilterContainer") if filter_container == null: # 创建过滤器容器 filter_container = HBoxContainer.new() filter_container.name = "FilterContainer" # 设置容器位置和大小 filter_container.position = Vector2(320, 10) filter_container.size = Vector2(770, 45) add_child(filter_container) # 添加过滤按钮 _add_filter_button(filter_container, "全部", func(): _filter_by_quality("")) _add_filter_button(filter_container, "普通", func(): _filter_by_quality("普通")) _add_filter_button(filter_container, "优良", func(): _filter_by_quality("优良")) _add_filter_button(filter_container, "稀有", func(): _filter_by_quality("稀有")) _add_filter_button(filter_container, "史诗", func(): _filter_by_quality("史诗")) _add_filter_button(filter_container, "传奇", func(): _filter_by_quality("传奇")) # 检查是否已存在排序容器 var sort_container = get_node_or_null("SortContainer") if sort_container == null: # 创建排序容器 sort_container = HBoxContainer.new() sort_container.name = "SortContainer" # 设置容器位置和大小 sort_container.position = Vector2(320, 55) sort_container.size = Vector2(770, 30) add_child(sort_container) # 添加排序按钮 _add_filter_button(sort_container, "按价格", func(): _sort_by("花费")) _add_filter_button(sort_container, "按生长时间", func(): _sort_by("生长时间")) _add_filter_button(sort_container, "按收益", func(): _sort_by("收益")) _add_filter_button(sort_container, "按等级", func(): _sort_by("等级")) # 添加过滤按钮 func _add_filter_button(container, text, callback): var button = Button.new() button.text = text button.custom_minimum_size = Vector2(100, 0) button.size_flags_horizontal = Control.SIZE_EXPAND_FILL container.add_child(button) button.pressed.connect(callback) # 获取作物的成熟图片(用于商店显示) func _get_crop_final_texture(crop_name: String) -> Texture2D: # 优先从主游戏的缓存中获取成熟图片 if main_game and main_game.crop_mature_textures_cache.has(crop_name): return main_game.crop_mature_textures_cache[crop_name] # 如果缓存中没有,再尝试加载"成熟.webp"图片 var crop_path = "res://assets/作物/" + crop_name + "/" var mature_texture_path = crop_path + "成熟.webp" if ResourceLoader.exists(mature_texture_path): var texture = load(mature_texture_path) if texture: print("商店加载作物成熟图片:", crop_name) # 如果主游戏存在,也缓存到主游戏中 if main_game: main_game.crop_mature_textures_cache[crop_name] = texture return texture # 如果没有找到作物的成熟图片,使用默认的成熟图片 if main_game and main_game.crop_mature_textures_cache.has("默认"): var default_texture = main_game.crop_mature_textures_cache["默认"] # 缓存给这个作物 main_game.crop_mature_textures_cache[crop_name] = default_texture return default_texture # 最后尝试直接加载默认成熟图片 var default_mature_path = "res://assets/作物/默认/成熟.webp" if ResourceLoader.exists(default_mature_path): var texture = load(default_mature_path) if texture: print("商店使用默认成熟图片:", crop_name) # 缓存到主游戏 if main_game: main_game.crop_mature_textures_cache["默认"] = texture main_game.crop_mature_textures_cache[crop_name] = texture return texture return null # 加载作物图片序列帧(复用主游戏的逻辑) func _load_crop_textures(crop_name: String) -> Array: if crop_textures_cache.has(crop_name): return crop_textures_cache[crop_name] var textures = [] var crop_path = "res://assets/作物/" + crop_name + "/" var default_path = "res://assets/作物/默认/" # 检查作物文件夹是否存在 if DirAccess.dir_exists_absolute(crop_path): # 尝试加载作物的序列帧(从0开始) var frame_index = 0 while true: var texture_path = crop_path + str(frame_index) + ".webp" if ResourceLoader.exists(texture_path): var texture = load(texture_path) if texture: textures.append(texture) frame_index += 1 else: break else: break if textures.size() > 0: pass else: textures = _load_default_textures() else: print("商店:作物 ", crop_name, " 的文件夹不存在,使用默认图片") textures = _load_default_textures() # 缓存结果 crop_textures_cache[crop_name] = textures crop_frame_counts[crop_name] = textures.size() return textures # 加载默认图片 func _load_default_textures() -> Array: if crop_textures_cache.has("默认"): return crop_textures_cache["默认"] var textures = [] var default_path = "res://assets/作物/默认/" # 尝试加载默认图片序列帧 var frame_index = 0 while true: var texture_path = default_path + str(frame_index) + ".webp" if ResourceLoader.exists(texture_path): var texture = load(texture_path) if texture: textures.append(texture) frame_index += 1 else: break else: break # 如果没有找到序列帧,尝试加载单个默认图片 if textures.size() == 0: var single_texture_path = default_path + "0.webp" if ResourceLoader.exists(single_texture_path): var texture = load(single_texture_path) if texture: textures.append(texture) # 缓存默认图片 crop_textures_cache["默认"] = textures crop_frame_counts["默认"] = textures.size() return textures # 更新按钮的作物图片 func _update_button_crop_image(button: Button, crop_name: String): # 检查按钮是否有CropImage节点 var crop_image = button.get_node_or_null("CropImage") if not crop_image: print("商店按钮没有找到CropImage节点:", button.name) return # 获取作物的最后一帧图片 var texture = _get_crop_final_texture(crop_name) if texture: # CropImage是Sprite2D,直接设置texture属性 crop_image.texture = texture crop_image.visible = true print("商店更新作物图片:", crop_name) else: crop_image.visible = false print("商店无法获取作物图片:", crop_name) # 兼容MainGame.gd中的调用,转发到_on_store_buy_pressed func _on_crop_selected(crop_name: String): _on_store_buy_pressed(crop_name) #=========================库存系统========================= # 初始化库存系统 func _init_stock_system(): # 根据用户名设置库存文件路径,实现账号隔离 var user_name = main_game.user_name if main_game.user_name != "" else "default_user" stock_file_path = "user://crop_stock_" + user_name + ".json" print("库存系统初始化,用户:", user_name, ",文件路径:", stock_file_path) _load_stock_data() _check_daily_refresh() # 加载库存数据 func _load_stock_data(): print("尝试加载库存数据,文件路径:", stock_file_path) if FileAccess.file_exists(stock_file_path): var file = FileAccess.open(stock_file_path, FileAccess.READ) if file: var json_string = file.get_as_text() file.close() #print("读取到的JSON数据:", json_string) var json = JSON.new() var parse_result = json.parse(json_string) if parse_result == OK: var data = json.data crop_stock_data = data.get("stock", {}) last_refresh_date = data.get("last_refresh_date", "") print("库存数据加载成功,库存条目数:", crop_stock_data.size()) #print("加载的库存数据:", crop_stock_data) print("上次刷新日期:", last_refresh_date) # 如果库存数据为空,重新生成 if crop_stock_data.is_empty(): print("库存数据为空,重新生成") _generate_initial_stock() else: print("库存数据解析失败,错误:", parse_result, ",重新生成") _generate_initial_stock() else: print("无法打开库存文件,重新生成") _generate_initial_stock() else: print("库存文件不存在,生成初始库存") _generate_initial_stock() # 保存库存数据 func _save_stock_data(): var data = { "stock": crop_stock_data, "last_refresh_date": last_refresh_date } print("准备保存库存数据到:", stock_file_path) #print("保存的数据:", data) var file = FileAccess.open(stock_file_path, FileAccess.WRITE) if file: var json_string = JSON.stringify(data) file.store_string(json_string) file.close() print("库存数据保存成功,JSON字符串:", json_string) else: print("无法保存库存数据,文件打开失败") # 生成初始库存 func _generate_initial_stock(): crop_stock_data.clear() # 确保main_game和can_planted_crop存在 if not main_game or not main_game.can_planted_crop: print("错误:无法访问主游戏数据,无法生成库存") return var generated_count = 0 for crop_name in main_game.can_planted_crop: var crop = main_game.can_planted_crop[crop_name] # 检查是否可以购买 if not crop.get("能否购买", true): continue # 根据品质设置库存范围 var stock_amount = _get_stock_amount_by_quality(crop["品质"]) crop_stock_data[crop_name] = stock_amount generated_count += 1 #print("生成库存:", crop_name, " - ", crop["品质"], " - ", stock_amount, "个") # 设置当前日期为刷新日期 last_refresh_date = _get_current_date() _save_stock_data() print("初始库存生成完成,共生成", generated_count, "种作物的库存") print("当前库存数据:", crop_stock_data) # 根据品质获取库存数量 func _get_stock_amount_by_quality(quality: String) -> int: var min_stock: int var max_stock: int match quality: "传奇": min_stock = 10 max_stock = 30 "史诗": min_stock = 20 max_stock = 50 "稀有": min_stock = 40 max_stock = 80 "优良": min_stock = 80 max_stock = 150 "普通": min_stock = 150 max_stock = 300 _: min_stock = 100 max_stock = 200 return randi_range(min_stock, max_stock) # 获取当前日期字符串 func _get_current_date() -> String: var datetime = Time.get_datetime_dict_from_system() return str(datetime.year) + "-" + str(datetime.month).pad_zeros(2) + "-" + str(datetime.day).pad_zeros(2) # 检查是否需要每日刷新 func _check_daily_refresh(): var current_date = _get_current_date() if last_refresh_date != current_date: print("检测到新的一天,刷新库存") _refresh_daily_stock() # 每日刷新库存 func _refresh_daily_stock(): _generate_initial_stock() #Toast.show("种子商店库存已刷新!", Color.GREEN, 3.0, 1.0) # 获取作物当前库存 func _get_crop_stock(crop_name: String) -> int: return crop_stock_data.get(crop_name, 0) # 减少作物库存 func _reduce_crop_stock(crop_name: String, amount: int) -> bool: var current_stock = _get_crop_stock(crop_name) if current_stock >= amount: crop_stock_data[crop_name] = current_stock - amount _save_stock_data() return true return false # 检查作物是否有库存 func _is_crop_in_stock(crop_name: String) -> bool: return _get_crop_stock(crop_name) > 0 # 创建锁定格子按钮 func _create_locked_slot_button(required_level: int) -> Button: var button = main_game.item_button.duplicate() # 设置按钮为禁用状态 button.disabled = true button.modulate = Color(0.5, 0.5, 0.5, 0.8) # 灰色半透明效果 # 设置按钮文本 button.text = "🔒 锁定\n需要等级: " + str(required_level) button.tooltip_text = "此格子已锁定,需要达到等级 " + str(required_level) + " 才能解锁" # 隐藏作物图片 var crop_image = button.get_node_or_null("CropImage") if crop_image: crop_image.visible = false # 设置标题颜色为灰色 if button.has_node("Title"): button.get_node("Title").modulate = Color.GRAY return button # 显示等级限制信息 func _show_level_restriction_info(player_level: int, total_crops: int, unlocked_slots: int): # 查找或创建信息标签 var info_label = get_node_or_null("LevelInfoLabel") if info_label == null: info_label = Label.new() info_label.name = "LevelInfoLabel" info_label.position = Vector2(10, 55) info_label.size = Vector2(300, 30) # 设置标签样式 info_label.add_theme_color_override("font_color", Color(0.8, 0.8, 1.0, 1.0)) # 淡蓝色 info_label.add_theme_font_size_override("font_size", 18) add_child(info_label) # 更新信息显示 var locked_crops = total_crops - unlocked_slots if locked_crops > 0: info_label.text = "等级 " + str(player_level) + " | 已解锁: " + str(unlocked_slots) + "/" + str(total_crops) + " 个格子" info_label.modulate = Color.YELLOW else: info_label.text = "等级 " + str(player_level) + " | 所有格子已解锁 (" + str(unlocked_slots) + "/" + str(total_crops) + ")" info_label.modulate = Color.GREEN #=========================面板通用处理========================= #手动刷新种子商店面板 func _on_refresh_button_pressed() -> void: # 重新初始化种子商店 init_store() Toast.show("种子商店已刷新", Color.GREEN, 2.0, 1.0) #关闭种子商店面板 func _on_quit_button_pressed(): self.hide() # 面板显示时的处理 func _on_visibility_changed(): if visible: # 面板显示时自动刷新数据 init_store() GlobalVariables.isZoomDisabled = true pass else: GlobalVariables.isZoomDisabled = false pass #=========================面板通用处理=========================